Groove Gunner
Jubblator 28 Oct, 2020 @ 3:26pm
Unresponsive triggers with Index
Hey devs!
Looks like youre on your way!
Two things that really bother me tho and maybe you could iron out in EA:

1. The gun trigger is waaaay to unresponsive with my Valve Index controllers, i have to press the trigger alll the way down in order to get the guns to shoot. Which isnt ideal, i sometimes dont press hard enough and miss shots because of this.
Have played a bunch of other gun and beat related games and havent had this issue before.
The gun trigger needs to be a hair trigger, not a oldschool revolver kinda percussion cap feel.

2. The targets that you shoot need to be tighter on beat with the song, right now the balls that you have to block are good, the targets seem super arbitrary as when they pop into "perfect target" distance. Most of the time, atleast thats how i precieved it.

Think otherwise this might be fun =), gonna keep checking back.
Last edited by Jubblator; 28 Oct, 2020 @ 3:27pm
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Showing 1-6 of 6 comments
Rexstuff  [developer] 28 Oct, 2020 @ 3:47pm 
We've have trigger sensitivity settings implemented and just being tweaked/tested now. They'll be released very soon! Targets should be exactly on time (within a frame) as their positioning is tied specifically to the audio playback timestamp and they were hand-placed. So if you are perceiving anything different out of time there might be some other issue - audio latency, etc. If you don't mind providing a bit more info:

Do all the targets feel off to you or just some/occasionally?

And are they consistent for you or does it vary each play?

Do you notice any performance issues that might be contributing?
Jubblator 28 Oct, 2020 @ 3:51pm 
Great to hear that youre tweaking sensitivity!
Just an idea, maybe have a sensitivity slider in game if possible?

I feel like the targets when they got close to the electric grid are not always on song beat, hard to pin down the feeling.
Its like when im shooting them when they are close enough its not on beat so to speak? I might be thinking of the beat of the singing compared to the instrument beat perhaps, now that i think about it when for instance playing Beat Saber, the targets came a lot of the time in tune with the singing portion and not always with the background beat.
Its definately not all targets.

The targets also linger to long after being considered Misses on the electric grid, meaning i try to shoot them and get a miss since i was to late (even tho the visual showed me otherwise, i see me shooting at the still visible target).
Think a fade when the targets hit the grid, until they dissapear (being misses), might convey the timing better.

Otherwise latency or other performance issues i dont know, would have to get the overlay on and look.
Last edited by Jubblator; 28 Oct, 2020 @ 3:56pm
Rexstuff  [developer] 28 Oct, 2020 @ 4:07pm 
Yeah a slider is what we've added. Only reason it isn't released yet is there is a HUGE difference between sensitivity values for different VR controllers so we need to find some sane defaults and a reasonable range of values (or define them per controller).

We've had similar feedback on the 'feedback' we give re: late targets/warning time. Still trying some ideas for that but it's on the short list for improvements.

If you can point us to any specific time in a song/difficulty where it feels off we can certainly dig into it a bit deeper. If it's a recruit chart my guess is it's either a perception thing (singing vs instrumentals beat) like you suggested or performance/lag related as we've had a lot of play tests on those, but it's still possible we have some off beat (or some times where a specific song recording is off beat but the target was placed on beat).

Are you playing on Linux or Windows? Could be some slight audio lag through whatever audio stack you have too. That gives me an idea: we might want to consider adding an audio offset setting in the game.


Jubblator 28 Oct, 2020 @ 5:49pm 
Playing on windows.
Ill try a couple more songs, maybe ill be able to give you a better answer.
Yes, it was on recruit.
Rexstuff  [developer] 6 Nov, 2020 @ 12:10pm 
We've just released an update which adds trigger sensitivity along with a number of other customization options.
Jubblator 6 Nov, 2020 @ 3:20pm 
Originally posted by Rexstuff:
We've just released an update which adds trigger sensitivity along with a number of other customization options.
Fantastic! As soon as i have the time ill try it out!
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